trusted friends
Renamed Friends, endured global backlash, then brought it back.
DIVE IN →I blend interaction design, language, and systems to shape how products speak. Now I’m digging into how we interact with AI, and how we measure voice quality.
I redesign the system, then I ask, “How much further can we go?”
More about me →
Renamed Friends, endured global backlash, then brought it back.
DIVE IN →Systems under the work: standards, libraries, and guides.



Something I picked up in Montreal cafés.
Like any 21st century writer, I got my start on Wattpad.
I never thought I’d be a writer for a living—so when my plan to become a computational linguist went awry, I returned to what I knew: words.
But I’m used to pivoting and making sense of ambiguity. I make systems where there are none and toil until they stick. You'll spot personal touches through all my work, and I always strive to raise the bar for users, my team, and myself.
Ask me about any of these experiences, or…
Sarah exemplifies the ideal content designer, blending creativity, technical skill, and commitment to collaboration. Her contributions not only shape the content itself but enhance the overall design process, making her an invaluable asset to any team.
She masterfully conveyed a challenging concept in prototype with limited space for content that left customers with no further burning questions on machine learning like we’ve had in the past.
She's always looking for ways to improve clarity and user experience, thinking about experimentation for things like CTAs and conversational design. She considers what we've used in the past and comes up with alternatives to solve actual problems.
Friendships are what make Roblox, Roblox. With 73% under 18, users stay for the friends they’ve made and the identities they’ve formed.
However, parents worried bad actors had unfettered access to their kids via the Friends system. To make the platform safer, Roblox explored a social overhaul: Friends become Connections, with Trusted Connections as an age-verified layer for close friends.
The team thought “Friends” didn't accurately reflect the levels of trust in a network, so this update was meant to be more flexible and safety-conscious. As the first content designer, I evaluated the naming system while advocating for language that matched users’ mental models.
And as a lifelong gamer, I tapped into my personal passion to speak to them—game devs, content creators, players of all ages.
This still led to the biggest risk: backlash to Connections.
The name was a fit on paper, but content design had no presence nor input during research. The team prepped for launch and only asked for copy changes when I joined, but I pushed back. "Connections" didn’t match established social identity, and Friends + Close Friends were staples on gaming platforms.
The change risked making core interactions feel abstract, institutional, and emotionally distant.
But my feedback didn’t land well with the team. In July 2025, the rename launched as-is.
They don’t manage connections—they make friends.
Connections + Trusted Connections launched to significant backlash. From dev forums to YouTube, Roblox players asked why Friends was replaced. In attempting to bridge the safety gap, it brought feelings of disconnect, distrust, and disregard.
They feared Roblox was becoming LinkedIn.




After launch, our biggest hurdle was changing how the org thought about language.
Content design was new to most partners. Some welcomed us; others stayed skeptical until we’d built up wins across the product. I spent a lot of time explaining my job, like walking through my process, setting standards from scratch, and building reusable frameworks.
Across product, legal, and safety, formal language was the safe choice. I made the opposite case, that the words people already use are the ones they understand, trust, and act on. Everyday language is how safety actually lands.
Bringing back Friends was a conversation that ran for months, and every win for the new voice made the case a little easier.
The issue was always Connections—too formal, too detached, too unlike Roblox to its audience of millions.
just bring back friends
It still aligned with safety initiatives, the new voice and tone, and user mental models.
“This isn’t a joke; Roblox actually changed their mind.”
After years of unpopular platform decisions, players saw proof that their voice could change the product.
Product language profoundly shapes emotional perception and trust, especially in social platforms where certain terms carry cultural and behavioral meaning. Safety-driven systems still need to sound human, and users still need to feel heard.
All in all, successful platform language must balance operational goals with how users naturally describe themselves and their relationships.
Builders—Roblox employees, basically—lacked quick, reliable support for writing UX content. Our nascent content design team couldn’t scale to review everything ourselves, and we needed to empower non-content designers to make high-quality, consistent copy on their own.
Meanwhile, the design org was rapidly innovating an AI design system with an internal companion, Design Assist, for Slack and Figma.
We saw an opportunity for content design functionality in Design Assist, and to treat content systems (voice, tone, heuristics) as infrastructure other AI tools could build on. With non-content designers empowered to write copy themselves, we’d be free to focus on strategic work.
The first step was training the assistant on content guidelines, but we didn't have any.
Roblox's voice and tone did exist, for brand. It just didn't translate into how the product should actually speak. And since we didn't have years of content design docs to draw from, we adapted the brand voice and tone.
We prioritized the surfaces Builders wrote for most (buttons, errors, upsells) and foundations (voice, empathy, style). I owned the foundational guidelines.
Every other page, and later the assistant, measured copy against the product voice.
Guidelines were written with a principle, an instruction, a do-and-don’t pair, and why it works. Brief for eyes to skim, consistent for a model to find and apply.
A CTA, an upsell, or an error message could all be checked against the same voice and tone: confident, inviting, authentic, optimistic.
the first prototype
A mockup of how it'd talk to you on Slack, built to test tone and conversational flow.
AI-portrait Mona Lisa wasn't shipped.
Having a base to work from, we moved to Design Assist, a RAG-powered agent connected to our Confluence hub and shipping as a Figma plugin and Slack app. Slack couldn't support the prototype's back-to-back messages, so we simplified. Conversations start when you open the app, and quick actions follow each response to keep the exchange going.
The agent scans text layers for standard violations, offering inline suggestions and linking to relevant guidelines or past discussions.
Builders submit content for review and get suggestions based on our standards. Content designers refine suggestions for the agent to learn from via self-tagging docs.
Each behavior from this agent traced back to a line in its system prompt:
Early outputs didn't sound like us. The assistant recommended title case for headers and CTAs, the exact pattern our style guide ruled out, and peppered its guidance with exclamation points. Revising the system prompt, I got more specific to show what our voice sounded like.

Starting from zero meant designing for the assistant from day one. Now I start every content system the same way: if a model can't apply it, it's not done.
Players always captured their gameplay, but they left Roblox to share it. On YouTube, viewers clocked 1.5 billion minutes of Roblox content a day, and #roblox was one of TikTok’s fastest-growing hashtags. On Roblox itself, beyond playing and customizing avatars, players had little outlet to create.
Developers felt it too. Promoting a game through authentic, player-made content was difficult, and discovery felt stagnant. They needed better paths to reach new players.
Moments fix that: clips up to 30 seconds, swipeable feed. One tap takes you from watching to playing.
I led end-to-end content design for creation, safety, and consumption.
Internally, the project was called Rodeo (Roblox Video). The team oscillated on what to call them—Clips, Highlights, Rodeos? As content design lead, with no naming system or semantic hierarchy to lean on, I had to create one.
"Moments" came naturally; gameplay videos were the engaging moments players shared with friends. Distinctive and memorable for a mass audience.
Retired: Rodeo, Clip, Highlight, and publish
Identity is central to Roblox, and this feature was a new way for players to express it. The tone had to feel like theirs and invite them to create.
For minors, Moments should be safe to use and hard to abuse. Moderation and reporting flows needed to be extremely clear and inform sans alarm or blame.
A Moment became the shortest path from “that looks fun” to playing it.
In a brand-new product, the name is the onboarding. Moments had to introduce new behavior, carry a safety posture, and feel like it belonged to players across the world. Getting the word right first made it easier to write every flow.